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- ScummVM README
- Last updated: $Date: 2006/02/05 15:06:33 $
- ------------------------------------------------------------------------
-
- For more information, compatibility lists, details on donating, the latest
- release, progress reports and more, please visit the ScummVM home page
- at: http://www.scummvm.org/
-
- Table of Contents:
- ------------------
- 1.0) About
- 2.0) Contacting
- * 2.1 Reporting Bugs
- 3.0) Supported Games
- * 3.1 Copy Protection
- * 3.2 Simon the Sorcerer notes
- * 3.3 Broken Sword notes
- * 3.4 Flight of the Amazon Queen notes
- * 3.5 Beneath a Steel Sky notes
- * 3.6 Inherit the Earth
- * 3.7 Gobliiins
- * 3.8 Maniac Mansion NES notes
- * 3.9 Commodore64 games notes
- * 3.10 Known Problems
- 4.0) Supported Platforms
- 5.0) Running ScummVM
- * 5.1 Command Line Options
- * 5.2 Language Options
- * 5.3 Graphics Filters
- * 5.4 Hotkeys
- * 5.5 Using Macintosh games
- * 5.6 Multi-CD Games
- 6.0) Savegames
- * 6.1 Autosaves
- 7.0) Music and Sound
- * 7.1 Adlib emulation
- * 7.2 FluidSynth MIDI emulation
- * 7.3 MT-32 emulation
- * 7.4 MIDI emulation
- * 7.5 Native MIDI support
- * 7.6 UNIX native & ALSA sequencer support
- * 7.7 Using compressed audiofiles (MP3, Ogg Vorbis, Flac)
- * 7.8 Output sample rate
- 8.0) Configuration Files
- 9.0) Compiling
-
- 1.0) About:
- ---- ------
- ScummVM is a collection of interpreters, capable of emulating several
- adventure game engines. ScummVM mainly supports games created using
- SCUMM (Script Creation Utility for Maniac Mansion), used in various
- LucasArts games such as Monkey Island, Day of the Tentacle, and others.
-
- ScummVM also contains interpreters for several non-SCUMM games. Currently
- these are Beneath a Steel Sky, Broken Sword 1 & 2, Flight of the Amazon Queen,
- Gobliiins, Inherit the Earth, Simon the Sorcerer 1 & 2.
-
- At this time ScummVM should be considered beta software, and is still
- under heavy development. Be aware that whilst we attempt to make sure
- that many games can be completed with few major bugs, crashes can happen.
-
- If you enjoy ScummVM feel free to donate using the PayPal button on the
- ScummVM homepage. This will help us buy utilities needed to develop ScummVM
- easier and quicker. If you cannot donate, help and contribute a patch!
-
- 2.0) Contacting:
- ---- ----------
- The easiest way to contact the ScummVM team is by submitting bug reports or
- commenting in our forums. You can also join and e-mail the scummvm-devel
- mailing list, or chat with us on IRC (#scummvm on irc.freenode.net)
- Please do not ask us to support an unsupported game -- read the FAQ on our
- web site first.
-
- 2.1) Reporting Bugs:
- ---- ---------------
- To report a bug, please create a SourceForge account and follow the bugs
- link from our homepage. Please make sure the bug is reproducible, and
- still occurs in the latest daily build/current CVS version. Also check
- the known bugs list (below) and compatibility listing for that game, to
- ensure the issue is not already known.
-
- Also do not report bugs on games that are not listed as being completable
- in the 'Supported Games' section, or compatibility list. We -know- those
- games have bugs.
-
- Please include the following information:
- - ScummVM version (PLEASE test the latest CVS/Daily build)
- - Bug details, including instructions on reproducing
- - Language of game (English, German, ...)
- - Version of game (talkie, floppy, ...)
- - Platform and Compiler (Win32, Linux, FreeBSD, ...)
- - Attach a save game if possible
- - If this bug only occurred recently, please note the last
- version without the bug, and the first version including
- the bug. That way we can fix it quicker by looking at the
- changes made.
-
- 3.0) Supported Games:
- ---- ----------------
- At the moment the following games have been reported to work, and should
- be playable to the end.
-
- SCUMM Games by LucasArts:
- Maniac Mansion [maniac]
- Zak McKracken and the Alien Mindbenders [zak]
- Indiana Jones and the Last Crusade [indy3]
- Loom [loom]
- The Secret of Monkey Island [monkey]
- Monkey Island 2: LeChuck's Revenge [monkey2]
- Indiana Jones and the Fate of Atlantis [atlantis]
- Day of the Tentacle [tentacle]
- Sam & Max Hit the Road [samnmax]
- Full Throttle [ft]
- The Dig [dig]
- The Curse of Monkey Island [comi]
-
- SCUMM Games by Humongous Entertainment:
- Backyard Football [football]
- Big Thinkers Kindergarten [thinkerk]
- Fatty Bear's Birthday Surprise [fbear]
- Fatty Bear's Fun Pack [fbpack]
- Freddi Fish 1: The Case of the Missing Kelp Seeds [freddi]
- Freddi Fish 2: The Case of the Haunted Schoolhouse [freddi2]
- Freddi Fish 3: The Case of the Stolen Conch Shell [freddi3]
- Freddi Fish 4: The Case of the Hogfish Rustlers
- of Briny Gulch [freddi4]
- Freddi Fish and Luther's Maze Madness [maze]
- Freddi Fish and Luther's Water Worries [water]
- Let's Explore the Airport with Buzzy [airport]
- Let's Explore the Farm with Buzzy [farm]
- Let's Explore the Jungle with Buzzy [jungle]
- Pajama Sam 1: No Need to Hide When It's Dark Outside [pajama]
- Pajama Sam 2: Thunder and Lightning Aren't so Frightening [pajama2]
- Pajama Sam 3: You Are What You Eat
- From Your Head to Your Feet [pajama3]
- Pajama Sam's Lost & Found [lost]
- Pajama Sam's Sock Works [socks]
- Putt-Putt Enters the Race [puttrace]
- Putt-Putt Goes to the Moon [puttmoon]
- Putt-Putt Joins the Circus [puttcircus]
- Putt-Putt Joins the Parade [puttputt]
- Putt-Putt Saves the Zoo [puttzoo]
- Putt-Putt Travels Through Time [putttime]
- Putt-Putt and Pep's Balloon-O-Rama [balloon]
- Putt-Putt and Pep's Dog on a Stick [dog]
- Putt-Putt & Fatty Bear's Activity Pack [activity]
- Putt-Putt's Fun Pack [funpack]
- Spy Fox 1: Dry Cereal [spyfox]
- Spy Fox 2: Some Assembly Required [spyfox2]
- Spy Fox in Cheese Chase [chase]
- Spy Fox in Hold the Mustard [mustard]
-
- Other Games:
- Beneath a Steel Sky [sky]
- Broken Sword 1: The Shadow of the Templars [sword1]
- Broken Sword 2: The Smoking Mirror [sword2]
- Flight of the Amazon Queen [queen]
- Gobliiins [gob1]
- Inherit the Earth: Quest for the Orb [ite]
- Simon the Sorcerer 1 [simon1]
- Simon the Sorcerer 2 [simon2]
-
- The following games should load, but are not yet fully playable. Play these at
- your own risk, and please do not file bug reports about them. If you want
- the latest updates on game compatibility, visit our web site and view the
- compatibility chart.
-
- Backyard Baseball [baseball]
- Backyard Soccer [soccer]
- Big Thinkers First Grade [thinker1]
- Spy Fox 3: Operation Ozone [spyozon]
-
- The following games are SCUMM engine, but NOT supported by ScummVM (yet).
-
- Other Humongous Entertainment titles
-
- Please be aware that the engine may contain bugs and unimplemented features
- that sometimes make it impossible to finish the game. Save often, and please
- file a bug report (instructions on submitting bug reports are below) if you
- encounter such a bug in a 'supported' game.
-
- 3.1) Copy Protection:
- ---- ----------------
- The ScummVM team does not condone piracy. However, there are cases when
- LucasArts themselves bundled cracked interpreters with their own games --
- the data files still contain the copy protection scripts, but the interpreter
- bypasses them. There is no way for us to tell the difference between legitimate
- and pirated data files, so for the games where we know the original interpreter
- may have been cracked ScummVM will always have to bypass the copy protection.
-
- Wyrmkeep Entertainment kindly let us skip protection in floppy version of
- Inherit the Earth since it was disabled in all CD releases of the game.
-
- At the time of writing, that includes the following games:
-
- Indiana Jones & the Last Crusade (EGA)
- Indiana Jones & the Last Crusade (FM-TOWNS version)
- Inherit the Earth (floppy version)
- Loom (16 color floppy version)
- Maniac Mansion
- Monkey Island 1 (EGA)
- Monkey Island 1 (VGA)
- Monkey Island 2
- Zak McKracken (EGA)
- Zak McKracken (FM-TOWNS version)
-
- Beneath a Steel Sky (bypassed with permission from Revolution)
- Inherit the Earth: Quest for the Orb
-
- In some cases ScummVM will still show the copy protection screen. Try entering
- any answer. Chances are that it will work.
-
- 3.2) Simon the Sorcerer 1 and 2 notes:
- ---- ---------------------------------
- If you have the dual version of Simon the Sorcerer 1 or 2 on CD,
- then you will find the Windows version in the main directory of the CD
- and the DOS version in the DOS directory of the CD.
-
- 3.3) Broken Sword notes
- ---- ------------------
- Broken Sword 1 and 2 both come with in-game cutscenes compressed using
- RAD Game Tools legacy Smacker(tm) format. As RAD is unwilling to open
- the older legacy versions of this format to us, and have requested we not
- reverse engineer it, Revolution Software has kindly allowed us to provide
- re-encoded Broken Sword cutscenes for download on our website.
-
- These cutscenes are provided in MPEG2 format with OGG Vorbis audio.
- Viewing these cutscenes thus requires a version of ScummVM compiled
- with both libmpeg2 (preferably 0.4.0 or greater) and libVorbis support.
-
- The cutscenes should be placed in the main game data directory. Note that
- currently this requires either copying the game to harddisk or reburning
- customised versions of the game CDs.
-
- 3.4) Flight of the Amazon Queen notes
- ---- --------------------------------
- In order to use a non-freeware version of Flight of the Amazon Queen (i.e.
- your own), you will need to have the 'queen.tbl' file (available from the
- Compatibility page on our website) in either the directory containing the
- 'queen.1' datafile or in the directory where your ScummVM executable resides.
-
- Alternatively, you can use the 'compress_queen' tool from the Tools module to
- 'rebuild' your FOTAQ datafile to include the table for that specific version,
- and thus removing the run-time dependency on the 'queen.tbl' file.
- This tool also allows you to compress the speech and sound effects with MP3,
- OGG or FLAC.
-
- 3.5) Beneath a Steel Sky notes
- ---- -------------------------
- As of ScummVM 0.8.0 you need the additional SKY.CPT file to run Beneath a
- Steel Sky.
-
- This file is available on the 'Compatibility' page of the ScummVM
- website, you can place it in either the directory containing the other
- datafiles (SKY.DNR, SKY.DSK) or in your extrapath.
-
- 3.6) Inherit the Earth notes
- ---- -----------------------
- In order to run the Mac OS X Wyrmkeep re-release of the game you will need to
- copy over data from the CD to your hard drive. If you're on a PC then consult:
-
- http://www.scummvm.org/documentation.php?view=maccd-howto
-
- Although it primarily talks about SCUMM games, it mentions the "HFVExplorer"
- utility which you need to extract the files.
- Note that you have to put the speech data "Inherit the Earth Voices" in the
- same directory as the game data which is stored in:
-
- Inherit the Earth.app/Contents/Resources
-
- For old Mac OS9 release you will need to copy files in MacBinary format,
- i.e. they should have both resource and data forks. Just copy all 'ITE *' files.
-
- 3.7) Gobliiins notes
- ---- ---------------
- The CD version of Gobliiins contains one big audio track which you need to rip
- (See the section on using compressed audiofiles) and copy into the game
- directory if you want to have music and not have the CD in the drive
- all the time.
-
- 3.8) Maniac Mansion NES notes
- ---- ------------------------
- Supported versions are English USA (E), French (F), German (G), Swedish (SW)
- and European (U). ScummVM requires just PRG section to run and not whole ROM.
-
- In order to get the game working, you will have to strip out the first
- 16 bytes from the ROM you are trying to work with. Any hex editor will work
- as long as you are able to copy/paste. After you open the ROM with the
- hex editor, copy everything from second row (17th byte) to the end. After
- you do this, paste it to a new hex file. Give the new file name
- "Maniac Mansion (XX).prg" where XX depends on version you are working
- with (E, F, G, SW, or U). The final size should be exactly 262144 bytes.
-
- If you add game manually make sure that platform is set to NES.
-
- Most common mistakes which prevent game from running:
-
- o Bad file
- o ROM extracted with the 0.7.0 tools
- o You try to feed ScummVM with the FULL rom and not just the PRG section.
-
- Also it is possible to extract separate LFL files from PRG section. Use
- extract_mm_nes utility from tools package.
-
- 3.9) Commodore64 games notes
- ---- -----------------------
- Both Maniac Mansion and Zak McKracken run but Maniac Mansion is not yet
- playable. Either use extract_mm_c64 (but then game will not be autodetected)
- or name D64 disks as "maniac1.d64", "maniac2.d64" and "zak1.d64", "zak2.d64"
- respectively. If you add the game manually, make sure that platform is set to
- Commodore64.
-
- 3.10) Known Problems
- ---- ---------------
- This release has the following known problems. There is no need to report them,
- although patches to fix them are welcome. If you discover a bug that is not
- listed here, nor in the compatibility table on the web site, please see
- the section on Reporting Bugs.
-
- CD Audio Games:
- - When playing games that use CD Audio (Towns variants, Loom CD, etc),
- users of Microsoft Windows 2000/XP may experience random crashes.
- This is due to a long-standing Windows bug, resulting in corrupt
- game files being read from the CD. Please copy the game data to
- your harddrive to avoid this.
-
- Monkey Island 1 (EGA):
- Loom (EGA):
- - MIDI support requires the Roland update from LucasArts
-
- Beneath a Steel Sky:
- - Amiga versions aren't supported
- - Floppy demos aren't supported
- - Not a bug: CD version is missing speech for some dialog, this is
- normal.
-
- Broken Sword 1:
- - Macintosh version isn't supported
- - PlayStation 1 version isn't supported
-
- Broken Sword 2:
- - PlayStation 1 version isn't supported
-
- Flight of the Amazon Queen
- - Amiga versions aren't supported
-
- Inherit the Earth
- - Amiga CD version isn't supported
-
- Simon the Sorcerer 1:
- - Amiga versions aren't supported
- - Subtitles aren't available in the English and German CD versions,
- they are missing the majority of subtitles.
-
- Simon the Sorcerer 2:
- - Combined speech and subtitles will often cause speech to be
- cut off early, this is a limitation of the original game.
- - Only default language (English) in data files is supported
- in Amiga and Macintosh versions.
-
- FM-TOWNS versions:
- - The Kanji versions require the FM-TOWNS Font ROM
-
- 4.0) Supported Platforms:
- ---- --------------------
- ScummVM has been ported to run on many platforms and operating systems.
- Links to these ports can be found either on the ScummVM web page or by a
- Google search. Many thanks to the effort of porters. If you have a port of
- ScummVM and wish to commit it into the main CVS, feel free to contact us!
-
- Supported platforms include (but are not limited to):
-
- UNIX (Linux, Solaris, IRIX, *BSD)
- Windows
- Windows Mobile (iPAQ and other handheld devices)
- Mac OS X
- AmigaOS
- BeOS
- Dreamcast
- PalmOS
- Playstation 2
- Playstation Portable
- RISC OS
- Symbian
-
- The Dreamcast port does not support Curse of Monkey Island, nor The Dig.
- The PalmOS port does not support Curse of Monkey Island, Beneath a Steel
- Sky, nor either Simon the Sorcerer 1 or 2. The Dig will only work on some
- Palm devices (those with a large dynamic heap).
-
- In the Macintosh port, the right mouse button is emulated via Cmd-Click (that
- is, you click the mouse button while holding the Command/Apple/Propeller key).
-
- For the following platforms, custom backends were supported at one point
- but currently are not being maintained (usually due to lack of a qualified
- maintainer). In some cases (e.g. Linux), the standard SDL support works
- instead.
-
- Linux (includes iPAQs running Linux)
- MorphOS
- GP32
-
- We have reports about unofficial ports to the following platforms. Please
- note that these are not made by us, so we neither endorse nor support them.
- Use at your own risk!
-
- Nintendo DS
- Xbox
-
-
- 5.0) Running ScummVM:
- ---- ----------------
- Before you run the engine, you need to put the game's datafiles in a
- directory. The filenames must not be in mixed case on *nix systems
- (for example, these are valid names: "monkey2.000", "MONKEY2.000", while
- this is a bad one: "Monkey2.000"). If you use a game with speech, the file
- monster.sou must reside in the same directory as the datafiles.
-
- Please note that by default, ScummVM will save games in the directory
- it is executed from, so you should refrain from running it from more than
- one location. Further information, including how to specify a specific save
- directory to avoid this issue, are in section 6.0.
-
- ScummVM can be launched directly by running the executable. In this case,
- the in-built launcher will activate. From this, you can add games (click
- 'Add Game'), or launch games which have already been configured.
-
- ScummVM can also be launched into a game directly using Command Line
- arguments -- see the next section.
-
- 5.1) Command Line Options:
- ---- ---------------------
-
- Usage: scummvm [OPTIONS]... [GAME]
-
- [GAME] Short name of game to load. For example, 'monkey'
- for Monkey Island. This can be either a built-in
- gameid, or a user configured target.
-
- -v, --version Display ScummVM version information and exit
- -h, --help Display a brief help text and exit
- -z, --list-games Display list of supported games and exit
- -t, --list-targets Display list of configured targets and exit
-
- -c, --config=CONFIG Use alternate configuration file
- -p, --path=PATH Path to where the game is installed
- -x, --save-slot[=NUM] Save game slot to load (default: autosave)
- -f, --fullscreen Force full-screen mode
- -F, --no-fullscreen Force windowed mode
- -g, --gfx-mode=MODE Select graphics scaler (see also section 5.3)
- -e, --music-driver=MODE Select music driver (see also section 7.0)
- -q, --language=LANG Select language (see also section 5.2)
- -m, --music-volume=NUM Set the music volume, 0-255 (default: 192)
- -s, --sfx-volume=NUM Set the sfx volume, 0-255 (default: 192)
- -r, --speech-volume=NUM Set the voice volume, 0-255 (default: 192)
- --midi-gain=NUM Set the gain for MIDI playback, 0-1000 (default:100)
- (only supported by some MIDI drivers)
- -n, --subtitles Enable subtitles (use with games that have voice)
- -b, --boot-param=NUM Pass number to the boot script (boot param)
- -d, --debuglevel=NUM Set debug verbosity level
- -u, --dump-scripts Enable script dumping if a directory called 'dumps'
- exists in the current directory
-
- --cdrom=NUM CD drive to play CD audio from (default: 0 = first
- drive)
- --joystick[=NUM] Enable input with joystick (default: 0 = first
- joystick)
- --platform=WORD Specify version of game (allowed values: acorn,
- amiga, atari, c64, fmtowns, mac, nes, pc, segacd,
- windows)
- --savepath=PATH Path to where savegames are stored
- --soundfont=FILE Select the SoundFont for MIDI playback (Only
- supported by some MIDI drivers)
- --multi-midi Enable combination of Adlib and native MIDI
- --native-mt32 True Roland MT-32 (disable GM emulation)
- --enable-gs Enable Roland GS mode for MIDI playback
- --output-rate=RATE Select output sample rate in Hz (e.g. 22050)
- --aspect-ratio Enable aspect ratio correction
- --render-mode=MODE Enable additional render modes (cga, ega, hercGreen,
- hercAmber, amiga)
- --force-1x-overlay Make inner GUI 320x200
-
- --alt-intro Use alternative intro for CD versions of Beneath a
- Steel Sky and Flight of the Amazon Queen
- --copy-protection Enable copy protection in games, when
- ScummVM disables it by default.
- --demo-mode Start demo mode of Maniac Mansion (Classic version)
- --tempo=NUM Set music tempo (in percent, 50-200) for SCUMM games
- (default: 100)
- --talkspeed=NUM Set talk speed for games
-
-
- The meaning of most long options can be inverted by prefixing them with "no-",
- e.g. --no-aspect-ratio. This is useful if you want to override a setting in the
- configuration file.
-
- The short game name ('game target') you see at the end of the command
- line is very important. A short list is contained at the top of this
- file. You can also get the current list of games and game names at:
- http://www.scummvm.org/compatibility.php
-
- Examples:
- * Win32:
- Running Monkey Island, fullscreen, from a hard disk:
- C:\Games\LucasArts\scummvm.exe -f -pC:\Games\LucasArts\monkey\ monkey
- Running Full Throttle from CD, fullscreen and with subtitles enabled:
- C:\Games\LucasArts\scummvm.exe -f -n -pD:\resource\ ft
-
- * Unix:
- Running Monkey Island, fullscreen, from a hard disk:
- /path/to/scummvm -f -p/games/LucasArts/monkey/ monkey
- Running Full Throttle from CD, fullscreen and with subtitles enabled:
- /path/to/scummvm -f -n -p/cdrom/resource/ ft
-
- 5.2) Language options:
- ---- -----------------
- ScummVM includes a language option for Maniac Mansion, Zak McKracken, The Dig,
- Curse of Monkey Island, Beneath a Steel Sky, and Simon the Sorcerer 1 & 2.
-
- Maniac Mansion and Zak McKracken
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
-
- The Dig
- jp - Japanese
- zh - Chinese
- kr - Korean
-
- Curse of Monkey Island
- en - English (default)
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- jp - Japanese
- zh - Chinese
- kr - Korean
-
- Beneath a Steel Sky
- gb - English (Great Britain) (default)
- en - English USA
- de - German
- fr - French
- it - Italian
- pt - Portuguese
- es - Spanish
- se - Swedish
-
- Broken Sword 1
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
- pt - Portuguese
- cz - Czech
-
- Simon the Sorcerer 1 & 2
- en - English (default)
- de - German
- fr - French
- it - Italian
- es - Spanish
- hb - Hebrew
- pl - Polish
- ru - Russian
-
-
- 5.3) Graphics filters:
- ---- -----------------
- ScummVM offers several anti-aliasing filters to attempt to improve visual
- quality. These are the same filters used in many other emulators, such as
- MAME. These filters take the original game graphics, and scale it by a
- certain fixed factor (usually 2x or 3x) before displaying them to you.
- So for example, if the game originally run at a resolution of 320x200
- (typical for most of the SCUMM games), then using a filter with scale
- factor 2x will effectively yield 640x400 graphics. Likewise with a
- 3x filter you'll get 960x600.
-
- They are:
- 1x - No filtering, no scaling. Fastest.
- 2x - No filtering, factor 2x (default for non 640x480 games).
- 3x - No filtering, factor 3x.
- 2xsai - 2xsai filter, factor 2x.
- super2xsai - Enhanced 2xsai filtering, factor 2x.
- supereagle - Less blurry than 2xsai, but slower. Factor 2x.
- advmame2x - Doesn't rely on blurring like 2xSAI, fast. Factor 2x.
- advmame3x - Doesn't rely on blurring like 2xSAI, fast. Factor 3x.
- hq2x - Very nice high quality filter but slow. Factor 2x.
- hq3x - Very nice high quality filter but slow. Factor 3x.
- tv2x - Interlace filter, tries to emulate a TV. Factor 2x.
- dotmatrix - Dot matrix effect. Factor 2x.
-
- To select a graphics filter, pass its name via the '-g' option to scummvm,
- for example:
-
- scummvm -g advmame2x monkey2
-
- Note #1: Not all backends support all or any filters. The ones listed above
- are for the default SDL backend.
-
- Note #2: Filters can be very slow when ScummVM is compiled in a debug
- configuration without optimizations. And there is always a speed impact when
- using any form of anti-aliasing/linear filtering.
-
- Note #3: The FM-TOWNS version of Zak uses an original resolution of 320x240 -
- hence for this game scalers will scale to 640x480 or 960x720.
-
- 5.4) Hot Keys:
- ---- ---------
- ScummVM supports various in game hotkeys. They differ between the SCUMM and
- other games.
-
- Common:
- Cmd-q - Quit (Mac OS X)
- Ctrl-q - Quit (other unices including Linux)
- Ctrl-z OR Alt-x - Quit (other platforms)
- Keyboard Arrow Keys - Simulate mouse movement
- Ctrl-f - Toggle fast mode
- Ctrl-m - Toggle mouse capture
- Ctrl-Alt 1-8 - Switch between graphics filters
- Ctrl-Alt + and - - Increase/Decrease the scale factor
- Ctrl-Alt a - Toggle aspect-ratio correction on/off
- Most of the games use a 320x200 pixel
- resolution, which may look squashed on
- modern monitors. Aspect-ratio correction
- stretches the image to use 320x240 pixels
- instead, or a multiple thereof
- Alt-Enter - Toggles full screen/windowed
-
- SCUMM:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-d - Starts the debugger
- Ctrl-g - Runs in really REALLY fast mode
- Ctrl-t - Switch been 'Speech only',
- 'Speech and Subtitles' and 'Subtitles only'
- Tilde (~) - Show/hide the debugging console
- Ctrl-s - Shows memory consumption
- [ and ] - Music volume, down/up
- - and + - Text speed, slower/faster
- F5 - Displays a save/load box
- Space - Pauses
- Period (.) - Skips current line of text in some games
- Enter - Simulate left mouse button press
- Tab - Simulate right mouse button press
-
- Beneath a Steel Sky:
- Ctrl-d - Starts the debugger
- Ctrl-g - Runs in really REALLY fast mode
- F5 - Displays a save/load box
- Escape - Skips the game intro
- Period (.) - Skips current line of text
-
- Broken Sword 1:
- F5 or ESC - Displays save/load box
-
- Broken Sword 2:
- Ctrl-d - Starts the debugger
- c - Display the credits
- p - Pauses
-
- Flight of the Amazon Queen:
- Ctrl-d - Starts the debugger
- F1 - Use Journal (saving/loading)
- F11 - Quicksave
- F12 - Quickload
- Escape - Skips cutscenes
- Space - Skips current line of text
-
- Simon the Sorcerer 1 & 2:
- Ctrl 0-9 and Alt 0-9 - Load and save game state
- Ctrl-d - Starts the debugger
- F1 - F3 - Text speed, faster - slower
- F10 - Shows all characters and objects you can
- interact with
- - and + - Music volume, down/up
- m - Music on/off
- s - Sound effects on/off
- b - Background sounds on/off
- p - Pauses
- t - Switch between speech and subtitles
- v - Switch between subtitles only and
- combined speech & subtitles
- [Simon the Sorcerer 2 only]
-
- Note that using ctrl-f and ctrl-g are not recommended: games can crash when
- being run faster than their normal speed, as scripts will lose synchronisation.
-
- Ctrl-f is not supported by the Broken Sword games.
-
- 5.5) Using data files from Macintosh game versions:
- ---- ----------------------------------------------
- All LucasArts SCUMM based adventures except COMI also exist in versions for the
- Macintosh. ScummVM can use most (all?) of them, however, in some cases some
- additional work is required. First off, if you are not using a Macintosh for
- this, accessing the CD/floppy data might be tricky, since the mac uses a
- special disk format called HFS which other systems usually do not support.
- However, there are various free tools on the net which allow reading such HFS
- volumes (for example "HFVExplorer" for Windows and "hfsutils" for Linux and
- other Unix-like operating systems).
-
- Secondly, most of the newer games shipped only with a single data file on the
- Macintosh. You used to have to manually convert that data file, but this is no
- longer necessary, as ScummVM can now open and understand the format natively.
-
- 5.6) Multi-CD Games:
- ---- ---------------
- In general, ScummVM does not deal very well with multi-CD games. This is
- because ScummVM assumes everything about a game can be found in one directory.
- Even if ScummVM does make some provisions for asking the user to change CD, the
- original games usually install a small number of files to hard disk. Unless
- these files can be found on all the CDs, ScummVM will be in trouble.
-
- Fortunately, ScummVM has no problems running the games entirely from hard disk,
- if you create a directory with the correct combination of files. Usually, when
- a file appears on more than one CD you can pick either of them.
-
- These instructions are written for the PC versions (which in some case is the
- only version) of the games. Windows and DOS use case-insensitive file systems,
- so if one CD has a file called MONKEY.DAT and another has a file called
- monkey.dat, they are the same files. These instructions give file names in all
- lower-case names, even if that's not always how they appear on the CDs. In
- fact, on case-sensitive file systems you will have to make sure that all
- filenames use either all upper- or all lower-case letters for ScummVM to be
- able to find the files.
-
- The instructions for the Broken Sword games are for the Sold-Out Software
- versions, which are the ones you are probably most likely to find in stores
- now.
-
- 5.6.1) The Curse of Monkey Island:
- ------ ---------------------------
- For this game, you'll need the comi.la0, comi.la1 and comi.la2 files. The
- comi.la0 file can be found on either CD, but since they are identical it
- doesn't matter which one of them you use.
-
- In addition, you'll need a resource subdirectory with all of the files from the
- resource subdirectories on both CDs. Some of the files appear on both CDs, but
- again they're identical.
-
- 5.6.2) Broken Sword 1:
- ------ ---------------
- For this game, you'll need all of the files from the clusters directories on
- both CDs. You will also need the speech.clu files from the speech directories,
- but since they are not identical you'll need to rename them speech1.clu and
- speech2.clu for CD 1 and 2 respectively.
-
- In addition, you will need a music subdirectory with all of the files from the
- music subdirectories on both CDs. Some of these files appear on both CDs, but
- in these cases they are either identical or, in one case, so nearly identical
- that it makes little difference.
-
- ScummVM does not support the original cutscene files, so there is no need to
- copy them.
-
- 5.6.3) Broken Sword 2:
- ------ ---------------
- For this game, you'll need all of the files from the clusters directories on
- both CDs. (Actually, a few of them may not be strictly necessary, but the ones
- that I'm uncertain about are all fairly small.) You will need to rename the
- speech.clu and music.clu files speech1.clu, speech2.clu, music1.clu and
- music2.clu so that ScummVM can tell which ones are from CD 1 and which ones are
- from CD 2. Any other files that appear in both cluster directories are
- identical. Use whichever you like.
-
- In addition, you will need the cd.bin, cd.inf and startup.inf files from the
- sword2 directory on CD 1.
-
- ScummVM does not support the original cutscene files, so there is no need to
- copy them.
-
- 6.0) Savegames:
- ---- ----------
- Savegames are by default put in the current directory on some platforms and
- preset directories on others. You can specify the save in the config file by
- setting the savepath parameter. See the example config file later in this
- readme.
-
- The platforms that currently have a different default directory are:
- Mac OS X: $HOME/Documents/ScummVM Savegames/
- Other unices: $HOME/.scummvm/
-
- You can also use the environment variable SCUMMVM_SAVEPATH to specify where to
- put save games. Don't forget the trailing directory separator. Also be aware
- that saved games may break between ScummVM releases.
-
- Bash (Unix) example:
- export SCUMMVM_SAVEPATH=/tmp/scummvm_savegames/
-
- Windows example:
- set SCUMMVM_SAVEPATH=C:\saved_games\
-
- 6.1) Autosaves:
- ---- ----------
- Because ScummVM is still a beta product, it -can- crash and/or hang
- occasionally. As such, every five minutes it will save a game in Slot 0. This
- game can be loaded via Ctrl-0, or the F5 menu. This autosaving does not,
- however, occur with Simon the Sorcerer 1 and 2, nor with Broken Sword 1 and 2.
-
-
- 7.0) Music and Sound:
- ---- ----------------
- By default, on most operating systems, ScummVM will automatically use Adlib
- emulation. MIDI may not be available on all operating systems or may need
- manual configuration. If you ARE using MIDI, you have several different
- choices of output, depending on your operating system and configuration.
-
- null - Null output. Don't play any music.
-
- adlib - Internal Adlib emulation (default)
- fluidsynth - FluidSynth MIDI emulation
- mt32 - Internal MT-32 emulation
- pcjr - Internal PCjr emulation
- pcspk - Internal PC Speaker emulation
- towns - Internal FM-TOWNS YM2612 emulation
-
- alsa - Output using ALSA sequencer device. See below.
- core - CoreAudio sound, for Mac OS X users.
- qt - Quicktime sound, for Macintosh users.
- seq - Use /dev/sequencer for MIDI, *nix users. See below.
- windows - Windows MIDI. Uses built-in sequencer, for Windows users
-
- To select a sound driver, pass its name via the '-e' option to scummvm,
- for example:
-
- scummvm -e adlib monkey2
-
-
- 7.1) Playing sound with Adlib emulation:
- ---- -----------------------------------
- By default an Adlib card will be emulated and ScummVM will output the music
- as sampled waves. This is the default mode for most games, and offers the
- best compatibility between machines and games.
-
-
- 7.2) Playing sound with FluildSynth MIDI emulation:
- ---- ----------------------------------------------
- If ScummVM was build with libfluildsynth support it will be able to play MIDI
- music through the FluidSynth driver. You will have to specify a SoundFont to
- use, however.
-
- Since the default output volume from FluidSynth can be fairly low, ScummVM will
- set the gain by default to get a stronger signal. This can be further adjusted
- using the --midi-gain command-line option, or the "midi_gain" config file
- setting.
-
- The setting can take any value from 0 through 1000, with the default being 100.
- (This corresponds to FluidSynth's gain settings of 0.0 through 10.0, which are
- presumably measured in decibel.)
-
- NOTE: The processor requirements for FluidSynth can be fairly high in some
- cases. A fast CPU is recommended.
-
-
- 7.3) Playing sound with MT-32 emulation:
- ---- -----------------------------------
- Some games which contain MIDI music data also have improved tracks designed
- for the MT-32 sound module. ScummVM can now emulate this device, however you
- must provide original MT-32 ROMs to make it work:
-
- MT32_PCM.ROM - IC21 (512KB)
- MT32_CONTROL.ROM - IC26 (32KB) and IC27 (32KB), interleaved byte-wise
-
- Place these ROMs in the game directory or a directory specified by extrapath.
-
- You don't need to specify --native-mt32 with this driver, as it automatically
- gets turned on.
-
- NOTE: The processor requirements for the emulator are quite high; a fast CPU is
- strongly recommended.
-
-
- 7.4) Playing sound with MIDI emulation:
- ---- ----------------------------------
- Some games (such as Sam and Max) only contain MIDI music data. This once
- prevented music for these games from working on platforms that do not support
- MIDI, or soundcards that do not provide MIDI drivers (e.g, many soundcards will
- not play MIDI under Linux). ScummVM can now emulate MIDI mode using sampled
- waves and Adlib, FluidSynth MIDI emulation or MT-32 emulation using the
- -eadlib, -efluidsynth or -emt32 options respectively. However, if you are
- capable of using native MIDI, we recommend using one of the MIDI modes below
- for best sound.
-
-
- 7.5) Playing sound with Native MIDI:
- ---- -------------------------------
- Use the appropriate -e<mode> command line option from the list above to
- select your preferred MIDI device. For example, if you wish to use the
- Windows MIDI driver, use the -ewindows option.
-
-
- 7.5.1) Using MIDI options to customize Native MIDI output:
- ------ ---------------------------------------------------
- ScummVM supports a variety of MIDI modes, depending on the capabilities
- of your MIDI device.
-
- If --native-mt32 is specified, ScummVM will treat your device as a real
- MT-32. Because the instrument mappings and system exclusive commands of
- the MT-32 vary from those of General MIDI devices, you should only
- enable this option if you are using an actual Roland MT-32, LAPC-I, CM-64,
- CM-32L, CM-500, or GS device with an MT-32 map.
-
- If --enable-gs is specified, ScummVM will initialize your GS-compatible
- device with settings that mimic the MT-32's reverb, (lack of) chorus,
- pitch bend sensitivity, etc. If it is specified in conjunction with
- --native-mt32, ScummVM will select the MT-32-compatible map and drumset on
- your GS device. This setting works better than default GM or GS emulation
- with games that do not have custom instrument mappings (Loom and Monkey1).
- You should only specify both settings if you are using a GS device that
- has an MT-32 map, such as an SC-55, SC-88, SC-88 Pro, SC-8820, SC-8850, etc.
- Please note that --enable-gs is automatically disabled in both DOTT and
- Samnmax, since they use General MIDI natively.
-
- If neither of the above settings is enabled, ScummVM will initialize your
- device in General MIDI mode and use GM emulation in games with MT-32
- soundtracks.
-
- Some games contain sound effects that are exclusive to the Adlib soundtrack.
- For these games, you may wish to specify --multi-midi in order to combine
- MIDI music with Adlib sound effects.
-
-
- 7.6.0) Playing sound with Sequencer MIDI: [UNIX ONLY]
- ------ ----------------------------------
- If your soundcard driver supports a sequencer, you may set the environment
- variable "SCUMMVM_MIDI" to your sequencer device -- for example, to
- /dev/sequencer
-
- If you have problems with not hearing audio in this configuration, it is
- possible you will need to set the "SCUMMVM_MIDIPORT" variable to 1 or 2. This
- selects the port on the selected sequencer to use. Then start scummvm with the
- -eseq parameter. This should work on several cards, and may offer better
- performance and quality than Adlib emulation. However, for those systems where
- sequencer support does not work, you can always fall back on Adlib emulation.
-
-
- 7.6.1) Playing sound with ALSA sequencer: [UNIX ONLY]
- ------ ----------------------------------
- If you have installed the ALSA driver with the sequencer support, then
- set the environment variable SCUMMVM_PORT or the config file parameter
- alsa_port to your sequencer port. The default is "65:0".
-
- Here is a little howto on how to use the ALSA sequencer with your soundcard.
- In all cases, to have a list of all the sequencer ports you have, try the
- command "aconnect -o -l". This should give output similar to:
- client 64: 'External MIDI 0' [type=kernel]
- 0 'MIDI 0-0 '
- client 65: 'Emu10k1 WaveTable' [type=kernel]
- 0 'Emu10k1 Port 0 '
- 1 'Emu10k1 Port 1 '
- 2 'Emu10k1 Port 2 '
- 3 'Emu10k1 Port 3 '
- client 128: 'Client-128' [type=user]
- 0 'TiMidity port 0 '
- 1 'TiMidity port 1 '
-
- This means the external MIDI output of the sound card is located on the
- port 64:0, four WaveTable MIDI outputs in 65:0, 65:1, 65:2
- and 65:3, and two TiMidity ports, located at 128:0 and 128:1.
-
- If you have a FM-chip on your card, like the SB16, then you have to load
- the soundfonts using the sbiload software. Example:
- sbiload -p 65:0 /etc/std.o3 /etc/drums.o3
-
- If you have a WaveTable capable sound card, you have to load a sbk or sf2
- soundfont using the sfxload software. Example:
- sfxload /path/to/8mbgmsfx.sf2
-
- If you don't have a MIDI capable soundcard, there are two options: FluidSynth
- and TiMidity. We recommend FluidSynth, as on many systems TiMidity will 'lag'
- behind music. This is very noticeable in iMUSE-enabled games, which use fast
- and dynamic music transitions. Running TiMidity as root will allow it to
- setup real time priority, which may reduce music lag.
-
- Asking TiMidity to become an ALSA sequencer:
- timidity -iAqqq -B2,8 -Os1S -s 44100 &
- (If you get distorted output with this setting, you can try dropping the
- -B2,8 or changing the value.)
-
- Asking FluidSynth to become an ALSA sequencer (using SoundFonts):
- fluidsynth -m alsa_seq /path/to/8mbgmsfx.sf2
-
- Once either TiMidity or FluidSynth are running, use the 'aconnect -o -l'
- command as described earlier in this section.
-
-
- 7.7.0) Using MP3 files for CD audio:
- ------ -----------------------------
- Use LAME or some other MP3 encoder to rip the cd audio tracks to files. Name
- the files track1.mp3 track2.mp3 etc. ScummVM must be compiled with MAD support
- to use this option. You'll need to rip the file from the CD as a WAV file,
- then encode the MP3 files in constant bit rate. This can be done with the
- following LAME command line:
-
- lame -t -q 0 -b 96 track1.wav track1.mp3
-
-
- 7.7.1) Using Ogg Vorbis files for CD audio:
- ------ ------------------------------------
- Use oggenc or some other vorbis encoder to encode the audio tracks to files.
- Name the files track1.ogg track2.ogg etc. ScummVM must be compiled with vorbis
- support to use this option. You'll need to rip the files from the CD as a WAV
- file, then encode the vorbis files. This can be done with the following oggenc
- command line with the value after q specifying the desired quality from 0 to 10:
-
- oggenc -q 5 track1.wav
-
-
- 7.7.2) Using Flac files for CD audio:
- ------ ------------------------------------
- Use flac or some other flac encoder to encode the audio tracks to files.
- Name the files track1.flac track2.flac etc. In your filesystem only allows
- three letter extensions, name the files track1.fla track2.fla etc.
- ScummVM must be compiled with flac support to use this option. You'll need to
- rip the files from the CD as a WAV file, then encode the flac files. This can
- be done with the following flac command line:
-
- flac --best track1.wav
-
- Remember that the quality is always the same, varying encoder options will only
- affect the encoding time and resulting filesize.
-
-
- 7.7.3) Compressing MONSTER.SOU with MP3:
- ------ ---------------------------------
- You need LAME, and our compress_scumm_sou utility from the scummvm-tools
- package to perform this task, and ScummVM must be compiled with MAD support.
-
- compress_scumm_sou monster.sou
-
- Eventually you will have a much smaller monster.so3 file, copy this file
- to your game directory. You can safely remove the monster.sou file.
-
-
- 7.7.4) Compressing MONSTER.SOU with Ogg Vorbis:
- ------ ----------------------------------------
- As above, but ScummVM must be compiled with OGG support. Run:
-
- compress_scumm_sou --vorbis monster.sou
-
- This should produce a smaller monster.sog file, which you should copy to your
- game directory. Ogg encoding may take a considerable longer amount of time
- than MP3, so have a good book handy.
-
-
- 7.7.5) Compressing MONSTER.SOU with Flac:
- ------ ----------------------------------------
- As above, but ScummVM must be compiled with Flac support. Run:
-
- compress_scumm_sou --flac --best -b 1152 monster.sou
-
- This should produce a smaller monster.sof file, which you should copy to your
- game directory. Remember that the quality is always the same, varying encoder
- options will only affect the encoding time and resulting filesize. Playing
- with the blocksize (-b <value>), has the biggest impact on the resulting
- filesize -- 1152 seems to be a good value for those kind of soundfiles. Be sure
- to read the encoder documentation before you use other values.
-
-
- 7.7.6) Compressing sfx/speech in Simon the Sorcerer 1 and 2
- ------ ----------------------------------------------------
- Use our compress_simon util from the scummvm-tools package to perform this
- task. You can choose between multiple target formats, but note that you can
- only use each if ScummVM was compiled with the respective decoder support
- enabled.
-
- compress_simon effects (For Acorn CD version of Simon 1)
- compress_simon simon (For Acorn CD version of Simon 1)
- compress_simon effects.voc (For DOS CD version of Simon 1)
- compress_simon simon.voc (For DOS CD version of Simon 1)
- compress_simon simon.wav (For Windows CD version of Simon 1)
- compress_simon simon2.voc (For DOS CD version of Simon 2)
- compress_simon simon2.wav (For Windows CD version of Simon 2)
- compress_simon mac (For Macintosh version of Simon 2)
-
- For Ogg Vorbis add --vorbis to the options, i.e.
-
- compress_simon --vorbis
-
- For Flac add --flac and optional parameters, i.e.
-
- compress_simon --flac --best -b 1152
-
- Eventually you will have a much smaller *.mp3, *.ogg or *.fla file, copy this
- file to your game directory. You can safely remove the old file.
-
- 7.7.7) Compressing speech/music in Broken Sword 1
- ------ ------------------------------------------
- The compress_sword1 tool from the scummvm-tools package can encode music and
- speech to MP3 as well as Ogg Vorbis.
- The easiest way to encode the files is simply copying the executable into your
- BS1 directory (together with the lame encoder) and run it from there.
- This way, it'll automatically encode everything to MP3.
- Afterwards, you can manually remove the SPEECH?.CLU files and the wave music
- files.
-
- Running "compress_sword1 --vorbis" will compress the files using Ogg Vorbis
- instead of MP3.
-
- Use "compress_sword1 --help" to get a full list of the options.
-
-
- 7.7.8) Compressing speech/music in Broken Sword 2
- ------ ------------------------------------------
- Use our compress_sword2 util from the scummvm-tools package to perform this
- task. You can choose between multiple target formats, but note that you can
- only use each if ScummVM was compiled with the respective decoder support
- enabled.
-
- compress_sword2 speech1.clu
- compress_sword2 music1.clu
-
- For Ogg Vorbis add --vorbis to the options, i.e.
-
- compress_sword2 --vorbis
-
- Eventually you will have a much smaller *.cl3 or *.clg file, copy this file to
- your game directory. You can safely remove the old file.
-
- It is possible to use Flac compression by adding the --flac option. However,
- the resulting *.clf file will actually be larger than the original.
-
- Please note that compress_sword2 will only work with the four speech/music
- files in Broken Sword 2. It will not work with any of the other *.clu files,
- nor will it work with the speech files from Broken Sword 1.
-
-
- 7.8) Output sample rate:
- ---- -------------------
- The output sample rate tells ScummVM how many sound samples to play per channel
- per second. There is much that could be said on this subject, but most of it
- would be irrelevant here. The short version is that for most games 22050 Hz is
- fine, but in some cases 44100 Hz is preferable. On extremely low-end systems
- you may want to use 11025 Hz, but it's unlikely that you have to worry about
- that.
-
- To elaborate, most of the sounds ScummVM has to play were sampled at either
- 22050 Hz or 11025 Hz. Using a higher sample rate will not magically improve the
- quality of these sounds. Hence, 22050 Hz is fine.
-
- Some games use CD audio. If you use compressed files for this, they are
- probably sampled at 44100 Hz, so for these games that may be a better choice of
- sample rate.
-
- When using the Adlib, FM Towns, PC Speaker or IBM PCjr music drivers, ScummVM
- is responsible for generating the samples. Usually 22050 Hz will be plenty for
- these, but there is at least one piece of Adlib music in Beneath a Steel Sky
- that will sound a lot better at 44100 Hz.
-
- Using frequencies in between is not recommended. For one thing, your sound card
- may not support it. In theory, ScummVM should fall back on a sensible frequency
- in that case, but don't count on it. More importantly, ScummVM has to resample
- all sounds to its output frequency. This is much easier to do well if the
- output frequency is a multiple of the original frequency.
-
-
- 8.0) Configuration file:
- ---- -------------------
- By default, the configuration file is saved in, and loaded from:
-
- Windows: <windir>\scummvm.ini,
- Unix: ~/.scummvmrc
- Mac OS X: ~/Library/Preferences/ScummVM Preferences
- Others: scummvm.ini in the current directory
-
- An example config file looks as follows:
-
- [scummvm]
- gfx_mode=supereagle
- fullscreen=true
- savepath=C:\saves\
-
- [sky]
- path=C:\games\SteelSky\
-
- [germansky]
- gameid=sky
- language=de
- path=C:\games\SteelSky\
- description=Beneath a Steel Sky w/ German subtitles
-
- [germandott]
- gameid=tentacle
- path=C:\german\tentacle\
- description=German version of DOTT
-
- [tentacle]
- path=C:\tentacle\
- subtitles=true
- music_volume=40
- sfx_volume=255
-
- [loomcd]
- cdrom=1
- path=C:\loom\
- talkspeed=5
- savepath=C:\loom\saves\
-
- [monkey2]
- path=C:\amiga_mi2\
- music_driver=windows
-
- The following keywords are recognized:
-
- basename string
- path string The path to where a game's data files are
- read_only bool If true, ScummVM will never try to overwrite
- the configuration file.
- save_slot number The save game number to load on startup.
- savepath string The path to where a game will store its
- savegames.
- versioninfo string The version of the ScummVM that created the
- configuration file.
-
- gameid string The real id of a game. Useful if you have
- several versions of the same game, and want
- different aliases for them. See the example.
- description string The description of the game as it will appear
- in the launcher.
-
- language string Specify language (en, de, fr, it, pt, es, jp,
- zh, kr,se, gb, hb, cz, ru)
- speech_mute bool If true, speech is muted
- subtitles bool Set to true to enable subtitles.
- talkspeed number Text speed
-
- fullscreen bool Fullscreen mode
- aspect_ratio bool Enable aspect ratio correction
- gfx_mode string Graphics mode (normal, 2x, 3x, 2xsai,
- super2xsai, supereagle, advmame2x, advmame3x,
- hq2x, hq3x, tv2x, dotmatrix)
-
- cdrom number Number of CD-ROM unit to use for audio. If
- negative, don't even try to access the CD-ROM.
- joystick_num number Number of joystick device to use for input
- music_driver string The music engine to use.
- output_rate number The output sample rate to use, in Hz. Sensible
- values are 11025, 22050 and 44100.
- alsa_port string Port to use for output when using the
- ALSA music driver.
- music_volume number The music volume setting (0-255)
- multi_midi bool If true, enable combination Adlib and native
- MIDI.
- soundfont string The SoundFont to use for MIDI playback. (Only
- supported by some MIDI drivers.)
- native_mt32 bool If true, disable GM emulation and assume that
- there is a true Roland MT-32 available.
- enable_gs bool If true, enable Roland GS-specific features to
- enhance GM emulation. If native_mt32 is also
- true, the GS device will select an MT-32 map
- to play the correct instruments.
- sfx_volume number The sfx volume setting (0-255)
- tempo number The music tempo (50-200) (default: 100)
- speech_volume number The speech volume setting (0-255)
- midi_gain number The MIDI gain (0-1000) (default: 100) (Only
- suported by some MIDI drivers.)
-
- copy_protection bool Enable copy protection in SCUMM games, when
- ScummVM disables it by default.
- demo_mode bool Start demo in Maniac Mansion
- alt_intro bool Use alternative intro for CD versions of
- Beneath a Steel Sky and Flight of the Amazon
- Queen
-
- boot_param number Pass this number to the boot script
-
- Broken Sword 2 adds the following non-standard keywords:
-
- gfx_details number Graphics details setting (0-3)
- music_mute bool If true, music is muted
- object_labels bool If true, object labels are enabled
- reverse_stereo bool If true, stereo channels are reversed
- sfx_mute bool If true, sound effects are muted
-
- Flight of the Amazon Queen adds the following non-standard keywords:
-
- music_mute bool If true, music is muted
- sfx_mute bool If true, sound effects are muted
-
- Simon the Sorcerer 1 & 2 add the following non-standard keywords:
-
- fade bool If true, fade effect is enabled
- music_mute bool If true, music is muted
- slow_down number Makes games slower (1- 10)
- sfx_mute bool If true, sound effects are muted
- [Simon the Sorcerer 2 only]
-
- 9.0) Compiling:
- ---- ----------
- You need SDL-1.2.2 or newer (older versions may work, but are unsupported), and
- a supported compiler. Several compilers, including GCC, mingw and Microsoft
- Visual C++ are supported. If you wish to use MP3-compressed CD tracks or
- .SOU files, you will need to install the MAD library and define
- USE_MAD. Tools for compressing .SOU files to .SO3 files can be
- found in the 'tools' CVS module, or in the 'scummvm-tools' package.
-
- Some parts of ScummVM, particularly scalers, have highly optimized versions
- written in assembler. If you wish to use this option, you will need to install
- nasm assembler (see http://nasm.sf.net). Note, that currently we have only x86
- MMX optimized versions, and they will not compile on other processors.
-
- On Win9x/NT/XP you can define USE_WINDBG and attach WinDbg to browse debug
- messages (see http://www.sysinternals.com/ntw2k/freeware/debugview.shtml).
-
- GCC:
- * Type ./configure
- * Type make (or gmake, or gnumake, depending on what GNU make is
- called on your system) and hopefully ScummVM will compile for you.
-
- Microsoft Visual C++ 6.0:
- * Open the workspace, scummwm.dsw
- * Enter the path to the needed libraries and includes in
- Tools|Options|Directories
- * Now it should compile successfully.
-
- Microsoft Visual C++ 7.0:
- * Open the solution file scummwm.sln
- * Enter the path to the needed libraries and includes in
- Tools|Options|Projects|VC++ Directories
- * Now it should compile successfully.
-
- Windows Mobile with Microsoft eMbedded Visual C++ 3 or 4 :
- * Download SDL with additional Windows Mobile tweaks:
- http://arisme.free.fr/ports/SDL.php
- * Download additional third party libraries:
- http://arisme.free.fr/ports
- * Modify your include and library paths accordingly in EVC3/EVC4.
- * Open the ScummVM project dists\msevc4\PocketSCUMM.vcw
- * Modify the libraries and config parameters if necessary.
- * Now it should compile successfully.
-
- Debian GNU/Linux:
- * Install the packages 'build-essential', 'fakeroot', 'debhelper',
- and 'libsdl1.2-dev' on your system.
- * Install any of these packages (optional): 'libvorbis-dev' (for Ogg
- Vorbis support), 'libasound2-dev' (for ALSA sequencer support),
- 'libmad0-dev' (for MAD MP3 support), 'zlib1g-dev' (for compressed
- saves support).
- * Run 'make deb'.
- * Finally run 'dpkg -i ../scummvm-cvs*deb', and you're done.
-
- Mac OS X:
- * Make sure you have the developer tools installed.
- * The SDL developer package for OS X available on the SDL web site is
- _not_ suitable. Rather, you require a unix-style build of SDL. One
- way to get that is to install SDL via Fink (http://fink.sf.net).
- Alternatively you could compile SDL manually from source using its
- unix build system (configure && make).
- * Type ./configure in the ScummVM directory
- * You can now type 'make' to create a command line binary.
- * To get a version you can run from Finder, type 'make bundle' which
- will create ScummVM.app (this only works if you installed SDL
- etc. via Fink and into /sw. If you have installed SDL
- in another way, you'll have to edit the Makefile).
-
- AmigaOS 4 (Cross-compiling with Cygwin):
- * Make sure that you have SDL installed, you may also need
- libogg, libvorbis, libvorbisfile, zlib, libmad.
- * Type ./configure --host=ppc-amigaos
- * If you got an error about sdl-config, use --with-sdl-prefix
- parameter to set the path.
- * Check 'config.mak' file and if everything seems to fine:
- * Run 'make'.
- * Cross-compiling with Linux may be as easy.
-
- ------------------------------------------------------------------------
- Good Luck and Happy Adventuring!
- The ScummVM team.
- http://www.scummvm.org/
- ------------------------------------------------------------------------
-